Remove trailing white-space from lua files
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abcdefg30
parent
6d26f60904
commit
150d02ac0d
@@ -14,7 +14,7 @@ BGAttackGroupSize = 8
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SovietAircraftType = { "yak" }
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Yaks = { }
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SovietInfantry = { "e1", "e2", "e4" }
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SovietVehicles =
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SovietVehicles =
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{
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hard = { "3tnk", "3tnk", "v2rl" },
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normal = { "3tnk" },
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@@ -17,13 +17,13 @@ IdleHunt = function(unit) if not unit.IsDead then Trigger.OnIdle(unit, unit.Hunt
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GroundWavesUpgradeDelay = DateTime.Minutes(12)
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GroundAttackUnitType = "Normal"
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GroundAttackUnits =
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{
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GroundAttackUnits =
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{
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Normal = { {"4tnk", "3tnk", "e2", "e2", "e2" }, { "3tnk", "v2rl", "e4", "e4", "e4" } },
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Upgraded = { {"4tnk", "3tnk", "ftrk", "apc", "apc", "e1", "e1", "e1", "e1", "e1", "e2", "e2", "e2" }, { "3tnk", "v2rl", "ftrk", "apc", "apc", "e1", "e1", "e1", "e1", "e1", "e4", "e4", "e4" } }
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}
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GroundAttackPaths =
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{
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GroundAttackPaths =
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{
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{ SovEntry1.Location, ParaLZ3.Location, AttackChrono.Location },
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{ SovEntry2.Location, ParaLZ5.Location, AttackChrono.Location },
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{ SovEntry3.Location, ParaLZ5.Location, AttackChrono.Location }
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@@ -209,8 +209,8 @@ SendParabombs = function()
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end
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local targets = Utils.Where(greece.GetActors(), function(actor)
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return
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actor.HasProperty("Sell") and
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return
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actor.HasProperty("Sell") and
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actor.Type ~= "brik" and
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actor.Type ~= "sbag" or
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actor.Type == "pdox" or
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@@ -17,13 +17,13 @@ IdleHunt = function(unit) if not unit.IsDead then Trigger.OnIdle(unit, unit.Hunt
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GroundWavesUpgradeDelay = DateTime.Minutes(12)
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GroundAttackUnitType = "Normal"
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GroundAttackUnits =
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{
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GroundAttackUnits =
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{
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Normal = { {"4tnk", "3tnk", "e2", "e2", "e2" }, { "3tnk", "v2rl", "e4", "e4", "e4" } },
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Upgraded = { {"4tnk", "3tnk", "ftrk", "apc", "apc", "e1", "e1", "e1", "e1", "e1", "e2", "e2", "e2" }, { "3tnk", "v2rl", "ftrk", "apc", "apc", "e1", "e1", "e1", "e1", "e1", "e4", "e4", "e4" } }
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}
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GroundAttackPaths =
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{
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GroundAttackPaths =
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{
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{ SovEntry1.Location, ParaLZ2.Location, AttackChrono.Location },
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{ SovEntry2.Location, ParaLZ2.Location, AttackChrono.Location },
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{ SovEntry3.Location, ParaLZ4.Location, AttackChrono.Location }
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@@ -209,8 +209,8 @@ SendParabombs = function()
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end
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local targets = Utils.Where(greece.GetActors(), function(actor)
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return
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actor.HasProperty("Sell") and
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return
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actor.HasProperty("Sell") and
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actor.Type ~= "brik" and
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actor.Type ~= "sbag" or
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actor.Type == "pdox" or
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@@ -25,7 +25,7 @@ AlliedBase = { WarFactory, PillBox1, PillBox2, Refinery, PowerPlant1, PowerPlant
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AlliedForces = { "2tnk" , "2tnk", "mcv" }
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ChopperTeam = { "e1r1", "e1r1", "e2", "e2", "e1r1" }
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SendTanks = function()
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SendTanks = function()
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Media.PlaySpeechNotification(allies, "ReinforcementsArrived")
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Reinforcements.Reinforce(allies, AlliedForces, TankPath, DateTime.Seconds(1))
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end
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@@ -52,7 +52,7 @@ end
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DiscoveredAlliedBase = function(actor, discoverer)
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if (not baseDiscovered and discoverer.Owner == allies) then
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baseDiscovered = true
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baseDiscovered = true
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Media.PlaySpeechNotification(allies, "ObjectiveReached")
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Utils.Do(AlliedBase, function(building)
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building.Owner = allies
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@@ -106,7 +106,7 @@ GetTicks = function()
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return ticks
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end
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Tick = function()
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Tick = function()
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if SurviveObjective ~= nil then
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if ticks > 0 then
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if ticks == DateTime.Minutes(17) then
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@@ -125,7 +125,7 @@ SendParatroopers = function()
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local proxy = Actor.Create(para.proxy, false, { Owner = soviets })
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local target = Map.CenterOfCell(para.drop)
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local dir = target - Map.CenterOfCell(para.entry)
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local aircraft = proxy.ActivateParatroopers(target, dir.facing)
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Utils.Do(aircraft, function(a)
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Trigger.OnPassengerExited(a, function(t, p)
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@@ -21,8 +21,8 @@ ProductionInterval =
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}
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GroundAttackUnits = { { "ttnk", "ttnk", "e2", "e2", "e2" }, { "3tnk", "v2rl", "e4", "e4", "e4" } }
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GroundAttackPaths =
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{
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GroundAttackPaths =
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{
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{ EscapeSouth5.Location, Patrol1.Location },
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{ EscapeNorth10.Location, EscapeNorth7.Location }
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}
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@@ -108,7 +108,7 @@ MoveTruckEscapeRoute = function(truck, route)
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Utils.Do(route, function(waypoint)
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truck.Move(waypoint.Location)
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end)
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Trigger.OnIdle(truck, function()
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if truck.Location == route[#route].Location then
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truck.Destroy()
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@@ -167,7 +167,7 @@ ActivateAI = function()
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Trigger.AfterDelay(DateTime.Minutes(3), WTransWaves)
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Trigger.AfterDelay(AlliedVehiclesUpgradeDelay, function() AlliedVehicleType = "Upgraded" end)
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Trigger.AfterDelay(AlliedVehiclesUpgradeDelay, function() AlliedVehicleType = "Upgraded" end)
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ProduceInfantry()
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ProduceVehicles()
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@@ -8,7 +8,7 @@
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]]
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alliedScouts = { Actor189, Actor216, Actor217, Actor218, Actor219 }
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ussrReinforcements =
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ussrReinforcements =
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{
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east =
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{
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@@ -118,15 +118,15 @@ WorldLoaded = function()
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ussr = Player.GetPlayer("USSR")
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germany = Player.GetPlayer("Germany")
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greece = Player.GetPlayer("Greece")
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Trigger.OnObjectiveAdded(ussr, function(p, id)
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Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective")
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end)
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KillAll = ussr.AddPrimaryObjective("Destroy all Allied units and structures.")
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DestroyVillageObjective = ussr.AddSecondaryObjective("Destroy the village of Allied sympathizers.")
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BeatUSSR = greece.AddPrimaryObjective("Defeat the Soviet forces.")
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Trigger.OnObjectiveCompleted(ussr, function(p, id)
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Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed")
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end)
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@@ -147,15 +147,15 @@ WorldLoaded = function()
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AddReinforcmentTriggers()
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AddRetreatTrigger()
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scripteddrop = Actor.Create("scripteddrop", false, { Owner = ussr })
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OnAnyDamaged(Obj2ActorTriggerActivator, ChurchAmbushTrigger)
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Trigger.OnAllRemovedFromWorld(Obj2ActorTriggerActivator, Obj2TriggerFunction)
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Camera.Position = SovietBase.CenterPosition
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Trigger.AfterDelay(ActivateAIDelay, ActivateAI)
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end
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@@ -86,7 +86,7 @@ ProduceArmor = function()
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Utils.Do(AlliedWarFact, function(fact) fact.RallyPoint = Rally.Location end)
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greece.Build(toBuild, function(unit)
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ArmorAttack[#ArmorAttack + 1] = unit[1]
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if #ArmorAttack >= ArmorAttackNumbers[Map.LobbyOption("difficulty")] then
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SendAttackToBase(ArmorAttack)
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ArmorAttack = { }
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